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GerVer

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Everything posted by GerVer

  1. Well im back, been out due to problems. Anyway, remember that thing, the unblockable... works, but a shit to pull out. Anyway i learned something out of it that may be usefull. The thing is that knockdown recovery is affected depending if the character was standing or crouching. for example, tested on ky, axls 6HS crosses up a knocked oponent if he was knocked crouching and also affects meatys follow ups and well thats all. I been trying some uses to it. And been working on some cross guard mess up set ups too. Well be leaving now then.
  2. Ill just do it, tell u how, ull test it and then.... DUUUUUDEEEE IT WORKED, AWESOME:keke:
  3. ... tension?
  4. dude, ill get it to work. And its not like Uriens. Its like i said, u force the oponent to switch guard direction, getting hit at the switch. Using the cross guard bug u force him to block a croos up and in the try another move will fill that space, getting hit. Is an idea but i think it might work but whatever videos do the talking.
  5. Not really, let me say it like this, the idea is to force the oponnent to switch guards, and he gets hit there, if he doesnt he gets hits anyway,,, doesnt makes sense damn, how can i explain. Its not that two things hit at once, is that one is has and is going to hit.
  6. I think u can combo that with dash momentum in the corner, but the 5s,5h,5s,5h bnb is really the best option. If u get him crouched 5s,5h,5s,2s,5h etc. And, has anyone tried with other moves. How do u know 3s just cancels into 5s or 5h?
  7. well, it happens with everything that you counter at the right moment and fb. It wont work against a frc gunflame or something like it. And yeah it can be used,but need to know with who and what. And I tested it, I mean supers, u cant get the same effect. so its not the freeze animation. What im trying to do now is see if he move is delayed or it doesnt cancels at all, like doing a frc option select into a special, get it? Anyway, I been messing with other stuff, Like cross guard and i think i can get some unblockables around it. But im testing my theory with Test but if it works with him, im gonna start searching for others characters that can apply it. I have to see how I eh set it up so I can tell u and u can understand me. U know, my english suks and im not good explaining stuff. anyway u know how u can block "unblockables", 1 frame block. Well, what if u could cover that 1 frame too, that would be a true unblockable... ah u wont get it, but when i manage to pull that down, ill record it and show u.
  8. Tested it. It only happens with Axl counter FB. And only on rc or Frc when they are canceled right after been catchd by the counter. It may be possible to pull it out in a match. Yesterday i was playing with a friend and managed to pull that out, he did VV on wake up and rcd right after the catch and i canceled to FB. It might be used against obvious things like Pot frc Hammerfalls, Rensens, and stuff like Slayers 6P that kind of frcs, maybe. But nah, its stupid.
  9. OH, u can "lol" in Dustloop? cause i wanna lol too.
  10. sure, but im gonna test out if it has to do with the freeze of the super, cause maybe that way that could happen in a fight
  11. Er easy, testing it. The normal counter without the FB has no invincibility. U can be stopped before the actual hit or trade with follow ups. And FB invincibility is doubtful, it can be stuffed by some by moves with long active hit boxes. Can get CH at the start, or trade hits by the end. Well the video is for sure, but for now try this. Ok, rec the cpu to do a 5K and RC it, u know put player to guard during rec and that stuff in training mode. Then, play it and use 623p to parry the slash and cancel to FB super before the 623p attack hits but do so exactly at the same time that the cpu RCs the 5K. RC and all the flashy stuff comes out but the kick wont get canceled and the super hits CH, the cpu side loses 50% tension and "romancel" comes out too, but no cancel. I think that the freeze time of the supers negates the RC or something, but i been trying to do something similar with supers and it doesnt happens. I tried it with someone and the same happens, so is not the cpu or training mode. But frc cancels, do rc have start up, it cant be. My guess is that, it gets denied. Edit.Anyway, the 623 hit been unblockable, is cool
  12. Hey, this is probably stupid and u alredy now, anyway, im checking up info and testing stuff for the Axl thread im working on for the Puerto Rico gaming community. So i was at 623P, checking some stuff and eh and false data and I just learned that the catch hit is unblockable and cant be slashbackd, and proved that its not invicible but anyway, the other weird thing and its probably useless, let me see how I explain this. Ok, lets see. this is what i did. I recorded the cpu, doing a normal on me and then rc and guard, so i play it back to see if its was unblockable. So then i did the same with the fb follow up, and its not but i found out that if i did the FB at the exact time the rc came out, not earlier or later, the RC flash comes out and the bar decreases but the animation wont get canceled. So then I thought heck RC have start up frame i guess or something, so i decided to try with frcs. I recorded the cpu doing a rensen one hit frc and guarding FD and the same happened if i canceled to super at the FRC frame. Hell, it even hits CH. I mean from catch to super, in how many frames it comes to beat a FRC. So i guess its a bug or something. As I said not useful, yet, but its there.
  13. Thats the best way, but learn to cancel at the hit point, cause u just tap 3s and tap s or hs. yeah buffered is the hardest way to do it but it does work. Oh and about blocking messing it, it doesnt. Practice with 5S till you can pull it effectively then go for 2S, its not really that hard if u do it like i said. Use the rc shorcut way. U wont get a rc if u do 5S,3S tap RC SHORCUT, etc. And yeah spacing messes up 2S, but u can use it and combo from a 2p hit from close distance. But that is "The Cancel", so practice
  14. ... O K. Any ill try and see how well i fare in matches using Anji. Im just looking for a fresh option since people got used to Pot and Axl, just in case pull out "unknown factor" then no more Anji and go for another character.
  15. Vs Slayer: Anji is surely at disadvantage in this matchup because of the ridiculous (maybe that's too soft of a word...how about ludicrous?) amounts of damage he can do if you do not guard correctly (and that also includes your guessing game at shitsu because of random BBUs).If Slayer has tension,attack at your own discretion because he can easily turn from being pressured to doing a combo on you.However,this matchup isn't as hard as May/Baike[finput][/finput]xl because you can actually get in on him a lot safer and keep him in shitsu pressure.You can also zone him relatively safely until you have the advantage(but it doesn't mean it's a big advantage at all). Eww, Slayer. Theres lots of Anji stuff for a BBU to be inserted up his ass. So u have to make that Slayer waste his bar on FD and others things. HAhaha Pot my main,but still, its with Anji i want to win the match. Edit. and what about Chipp?
  16. I see, its true. The only way is to hit and run. pull out some damage without taking damage and the runaway and wait for her to open up. His endurance is indeed an edge. But still, i would go for the baiting stuff. Anji has a lot of moves he can late cancel into GP and fujins. Still, its indeed a bad match up. No block strings or anything and no safe way to make enemy fear using counters...if he only had an Anji Buster
  17. Not bad, option select... about bar stuff, I used to think extensive combos after throws where stupid but noticed, u can earn 25% tension out of them. At the right moment for a FB Bomber. Simple throw,5K,5P,2S,6K,2S,j.H,j.D fills the bar exactly for a FBB.
  18. Whats with Baiken? I use her myself and I dont see how shes a bad match up for Anji. Baikens offense is her weakness. No counters when shes attacking, so just need to wait for mistakes and punish. She takes a lot of damage, and she doesnt deals that much. I think shes very predictable so bait some stuff, some counter and counter back with guard points. Obvious attacks like 5HS as bait and then cancel to 6K and guard point.
  19. Oh,k, sorry again. Oh,yeah i forgot that if u charge back for 10secs then u can run from one side to the other and rashou... not!.Charge Partitioning sadly doesnt works on GG so no Remy for me. oh almost forgot... you are wrong...HEHEHE
  20. So i have found my old notebook with notes from GGX2, filled with combos and stuff i found out or could come out with and found some useful stuff i forgot, Ill be trying those at AC.So I be posting later. Dont no where but im sure DW will tell me, hehe:keke: . Oh so first thing... Negative edge it works on GG too. Heres how i used to do running charges stuff like Rashou or Horizontal Dolphins back then without getting a whiff if missed the input. FD and then HS(so that animation doesnt comes out) fast so that it looks like a taped FB(starts counting as charging), leave HS pressed and then 46 tap 6, and release the button. And there u have it,dash Rashou with out whiff issues like 6HS. Also u can dash and hold 3 to charge down while running, used to be usefull with May, at least for me back at GGX2(KD,dash, meaty Vertical dolphin, or cross up) Dont know if u have that already but if so, sorry for useless post .... i miss X2
  21. So heres some stuff for u, if interested. Dust Combo. Cause he needed one, hehe. 5D,jD,jD,jS,jD,jS,jD,dj,jK or jS,jD. What should be called his basic dust combo. It hit from a little less than mid stage to corner. 2nd jS,jD most hit as late and low as possible so that the jD hit below the oponent and then time the jump to jK,jD as exactly when u recover from the jD. Also do the jK as soon as u tap 8 for it to hit. u can change the 2nd jS for a jK, its easier to pull out but still needs to be followed up as with the jS. With jS option, it deals 153 damage on Test, however i havent tried it on everyone... u do that, but i bet for it hitting everyone. Another one would be 5D,jD,jD,jS,jD,jK,jS,jc,jS,jD. As the others, from mid stage to corner. Combo jK,jS etc as soon as u recover from the 3rd jD, it deals 144pdmg on Test, i think it hits everyone. other. Well its not a combo exactly. But I havent seen much people take advantage of crouching hits.5S can be late canceled and confirmed. So if u see that the oponent was crouched, go for things like 5S,6P,5S,5SH or others. If crouched 5S comboes into 6P. 6S into 5HS. 2S into 5H. Use them. Basic air combo. 5S,JI,5S,sj,jS,jP,jS,jc,jK,jS,jD. Wont work in corners against some characters. Basic air combo for corner from 5S,5S or others sjc,jK,jS,jD, 214P,jK. as soon recover from orb. jS instead of jK is possible but harder, if hit follow with jc,jS. Good combo for some tech throws options. After last jK, hit the ground and jump to throw, or if jS instead, late cancel it into d jump and then throw. Oh and something usefull on double butterflies and re butterflies. If u dont want to get a wiffed p or dust if u miss double butterflie use negative edge. Leave P or D pressed down after the first butterflie, then when it hits do 236 and release the button, that way no wiff comes out. It works with some other special so try that out. An example, dashing into Dolphins. Well, on re butterflies. Use Strings with gaps between them so that they dont combo, if its guard tension ur looking for. If u hit the opponent he can guard if so. A good string... Throw, bflie, dash,(on block stun from bflie)2S,(not comboed from 2S)Falcon hits,dash,(not comboed from Falcon)close 5S,6P,2S,5H,bflie, dash briefly,spj forward,jD(to stop opponent if he tries air dashing out and eliminates his option to go SD or GV under Bflie and hit u),Air dash,jHS,5S,3P or 2S into follow up combos from each one if hit.After jH, his guard should be flashing so if 3p or 2s hit, u can combo some painful stuff. I dont recommend Orb in string like this cause u can pull out a combo out of 3P CH, plus its safe if blocked which Orb is not, unless RC. So i hope u get the idea,basically u get cheap hits and CH and guard tension out of doing so. Another thing, try to consider tension gain in ur combos. For example Fujin loops dont deal a considerable amount of damage compared to other options, but u gain a lot of tension with them. Also on some u can go for a FRC, RC, or FB cause u end up gaining the bar back or u can gain enough for them during the combo. For example with 25% from mid stage u can, 5K,5S,5H, Fujin H-K,5K,5S,sjc,jK,jS,jD,Orb(50% by now exactly when the orb hits),RC,ON(air command throw), etc. Its technically a combo that cost 25% tension, cause the other 25% is gained during the combo.Another one without bar. in corner 214P,5S,fujin S-K,5S,3Sc,5S(or simply 5K,5S),fujin S-D(Fujin S fills the bar to 25%),etc. And well thats all i can remember now, im feeling sleepy so im out:gonk: if anyone has question, u know, just ask:keke:
  22. So heres some stuff for u, if interested. Dust Combo. Cause he needed one, hehe. 5D,jD,jD,jS,jD,jS,jD,dj,jK or jS,jD. What should be called his basic dust combo. It hit from a little less than mid stage to corner. 2nd jS,jD most hit as late and low as possible so that the jD hit below the oponent and then time the jump to jK,jD as exactly when u recover from the jD. Also do the jK as soon as u tap 9 for it to hit. u can change the 2nd jS for a jK, its easier to pull out but still needs to be followed up as with the jS. With jS option, it deals 153 damage on Test, however i havent tried it on everyone... u do that, but i bet for it hitting everyone. Another one would be 5D,jD,jD,jS,jD,jK,jS,jc,jS,jD. As the others, from mid stage to corner. Combo jK,jS etc as soon as u recover from the 3rd jD, it deals 144pdmg on Test, i think it hits everyone. other. Well its not a combo exactly. But I havent seen much people take advantage of crouching hits.5S can be late canceled and confirmed. So if u see that the oponent was crouched, go for things like 5S,6P,5S,5SH or others. If crouched 5S comboes into 6P. 6S into 5HS. 2S into 5H. Use them. Basic air combo. 5S,JI,5S,sj,jS,jP,jS,jc,jK,jS,jD. Wont work in corners against some characters. Basic air combo for corner from 5S,5S or others sjc,jK,jS,jD, 214P,jK. as soon recover from orb. jS instead of jK is possible but harder, if hit follow with jc,jS. Good combo for some tech throws options. After last jK, hit the ground and jump to throw, or if jS instead, late cancel it into d jump and then throw. Oh and something usefull on double butterflies and re butterflies. If u dont want to get a wiffed p or dust if u miss double butterflie use negative edge. Leave P or D pressed down after the first butterflie, then when it hits do 236 and release the button, that way no wiff comes out. It works with some other special so try that out. An example, dashing into Dolphins. Well, on re butterflies. Use Strings with gaps between them so that they dont combo, if its guard tension ur looking for. If u hit the opponent he can guard if so. A good string... Throw, bflie, dash,(on block stun from bflie)2S,(not comboed from 2S)Falcon hits,dash,(not comboed from Falcon)close 5S,6P,2S,5H,bflie, dash briefly,spj forward,jD(to stop opponent if he tries air dashing out and eliminates his option to go SD or GV under Bflie and hit u),Air dash,jHS,5S,3P or 2S into follow up combos from each one if hit.After jH, his guard should be flashing so if 3p or 2s hit, u can combo some painful stuff. I dont recommend Orb in string like this cause u can pull out a combo out of 3P CH, plus its safe if blocked which Orb is not, unless RC. So i hope u get the idea,basically u get cheap hits and CH and guard tension out of doing so. Another thing, try to consider tension gain in ur combos. For example Fujin loops dont deal a considerable amount of damage compared to other options, but u gain a lot of tension with them. Also on some u can go for a FRC, RC, or FB cause u end up gaining the bar back or u can gain enough for them during the combo. For example with 25% from mid stage u can, 5K,5S,5H, Fujin H-K,5K,5S,sjc,jK,jS,jD,Orb(50% by now exactly when the orb hits),RC,ON(air command throw), etc. Its technically a combo that cost 25% tension, cause the other 25% is gained during the combo.Another one without bar. in corner 214P,5S,fujin S-K,5S,3Sc,5S(or simply 5K,5S),fujin S-D(Fujin S fills the bar to 25%),etc. And well thats all i can remember now, im feeling sleepy so im out:gonk: if anyone has question, u know, just ask:keke:
  23. Well, im not a Anji, but i can use him solidly:keke: . Anyway I want to try and help if i can so gonna post somethings that may be usefull. I play with almost every character except for ABA, Eddie, Order Sol, Zappa and Robo Ky. Im really good at the technical stuff still I suck at actual matches, sometimes hehehe:cool: . Im an Axl and Pot player, so if any question just ask. so where do i start... ah, 3S cancels hehehe S about 3S cancels, i think they should be learned. I accidentally got that when trying to JI a fujin, but didnt figured out how to pull it, so recently i checked and found out how and by now 8 out of 10 times i get them to work and I think its cause of how i do it. Anyway, i think its very important to learn it cause it makes anji a better character. But whatever heres how. actually various ways, but the first option is the one i use. Hit cancel. ok so what u do is first learn the timing alone for the 3S to cancel. its something like a faster gatling. Tap 3S tap S or HS. Its easy once u get it. Now, learn the exact point where u can cancel the normals into 3S, the hit point. At that point simply tap 3S tap S or HS as if u did it alone. See, its super easy. Even easier with 5S or 5H, cause they can be late canceled after the hit point. Theres other ways to get the timing. like drumming a button before the cancel to get the timing right. for example u can do 2S,3S,8,5S or u can if u use shorcuts, 2S,3S, RC shorcut and the 5S should come out. smashing the buttons doesnt works so don try it. Is a tap, if u play games like SNKs or SF3 that stuff should be easier. 5S and 5HS are the easiest to get, but 2S is the one that really matters:yaaay: . anys here some stuff using 3s cancels I been pulling out. .Basic combo. 5K,5S,3Sc,5S,5H... good stuff cause the 5S can be easily confirmed if the character was hit crouched into 2S or 6S, with the extra 5S is easier. So if u hit crouching go for 2S or 6S,5HS... its worth some points of extra damage if not crouched, so its good. .Real Fujin S Loops. instead of 5K, 6S go for 5S,3Sc,5S fujin and repeat. finish with 5S,JI,3Sc,5S, Follow up combo(ill point some out later on). Fujin Loops go up by 40pdmg easily. Usefull if opponent bounces towards the wall or out of it. After 5S,JI,3Sc,5S, SJ into combo its easier cause of height and 5S hit stun. plus pulls out mor tension gain:yaaay: .The Low Combo. 2S,3Sc,5S,5HS... or 2S,3Sc,5S,3Sc,5S,5HS... a real combo from a low. Now hes complete. So I find 3Sc vital for Anji. Its also useful in block strings and stuff. 5HS,3Sc,5HS is really good too. But anyway, if someones need it better explained just ask.
  24. yeah, been practicing those combos and pulling them out, i was just too lazy to practice, hehehe. Anyway, u know u can do Tk bomber, c.s, j.d,bomber, c.s, j.d, bomber and... well see what u can come up with. u Can repeat that 3 times on Jonny and others.
  25. Mhm... U right.
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